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Lecture 5

IAT201 Week 5.docx

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Simon Fraser University
Interactive Arts & Tech
IAT 201
Brian Fisher

IAT201 Week 5 Requirements Metrics Most HCI/interaction design metrics are indirect or inferred Quantitative (E.g. functional & usability requirements) -time & response time -key presses -number of errors Qualitative (E.g. user experience goals achieved) -user satisfaction -user enjoyment Getting goals & requirements right is crucial, also for determining suitable metrics Conceptual & Mental Models-high-level description of how a system is organized and operates Conceptual models-devised as tools for the understanding or teaching of physical systems Mental models-what people really have in their heads and what guides their use of things Metaphors & analogies Concepts Relationships between concepts The mappings between the concepts and the user experience the product is designed to support Why care about conceptual models Big Picture first Thinking like an architect -enables designers to straighten out their thinking before they start laying out their widgets -provides a working strategy and a framework of general concepts and their interrelations Blocks to creative solution generation Causes -defining the problem too narrowly -fixing the symptom not the problem -assuming there is only one right answer -trusting your first design ideas/hunches -committing to the first solution agreed upon -too much information (E.g. mental dazzle, distraction) -frustration with failures -too anxious to finish -ambiguous problem definition Idea generation and synthesis Ideation (E.g. Brainstorming) Envisionment-making ideas visible -scenarios and stories -rich contextual background -sketching -storyboards Organization & Synthesis Idea-select, combine, adapt and enhance various ideas (raw material) into workable solutions (proposed improvements) E.g. Affinity diagram/KJ Source of alternative ideas Ideas come from -imagination -analogy -observation of current practice -observation of current systems -role-playing and storytelling -scenarios Often in most unusual circumstances Borrow from other fields -animation -theatre -information displays -architecture -shopping -gaming What to do with all those ideas and how do you choose Evaluation -with users or with peers; E.g. prototypes (remember these are just ideas) Technical feasibility -some ideas not possible Quality thresholds -usability goals lead to usability criteria -set early on and check regularly (check the principles again) Compare/evaluate against your goal, problem, and requirement statements -does it do the trick? solve the problem (what was the problem)? satisfy the requirements & constraints? Work consolidation-abstracting specific insights The affinity diagram evolves structure from data Can use to consolidate insights from -any one of the work models -all of them together -or on data collected in other ways E.g. Brainstorming about design problems into categories of problems Brainstorming about design ideas from categories of ideas Comments from users -classes of desirable / successful features How to make an affinity diagram 1. Team writes down all insights on post-it notes (brainstorming) 2. Stick one post-it on the wall a whiteboard or big sheet of butcher paper is best 3. Arrange the other post-its around it, grouping by affinity to each other -iteration will be required 4. Look at each group and see what it has in common; name and describe each group 5. Snapshot the result for documentation -digital photo for your design website or notebook -transfer post-its onto paper, 1 sheet / group then scan and put onto website Sketching Ro
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